﻿using UnityEngine;
using System.Collections;

[RequireComponent(typeof(SkeletonAnimation), typeof(Rigidbody2D))]
public class SpineboyController : MonoBehaviour {

	SkeletonAnimation skeletonAnimation;

	public string idleAnimation = "idle";
	public string walkAnimation = "walk";
	public string runAnimation = "run";
	public string hitAnimation = "hit";
	public string deathAnimation = "death";

	public float walkVelocity = 1;
	public float runVelocity = 3;
	public int hp = 10;

	string currentAnimation = "";

	bool hit = false;
	bool dead = false;

	void Start () {
		skeletonAnimation = GetComponent<SkeletonAnimation>();
	}


	void Update(){
		if(!dead){
			float x = Input.GetAxis("Horizontal");
			float absX = Mathf.Abs(x);

			if(!hit){
				if(x > 0)
					skeletonAnimation.skeleton.FlipX = false;
				else if(x < 0)
					skeletonAnimation.skeleton.FlipX = true;

				if(absX > 0.7f){
					SetAnimation(runAnimation, true);
					rigidbody2D.velocity = new Vector2( runVelocity * Mathf.Sign(x), rigidbody2D.velocity.y);
				}
				else if(absX > 0){
					SetAnimation(walkAnimation, true);
					rigidbody2D.velocity = new Vector2( walkVelocity * Mathf.Sign(x), rigidbody2D.velocity.y);
				}
				else{
					SetAnimation(idleAnimation, true);
					rigidbody2D.velocity = new Vector2( 0, rigidbody2D.velocity.y);
				}
			}
			else{
				if(skeletonAnimation.state.GetCurrent(0).Animation.Name != hitAnimation)
					hit = false;
			}
		}
	}


	void SetAnimation(string anim, bool loop){
		if(currentAnimation != anim){
			skeletonAnimation.state.SetAnimation(0, anim, loop);
			currentAnimation = anim;
		}
	}

	void OnMouseUp(){

		if(hp > 0){
			hp--;

			if(hp == 0){
				SetAnimation(deathAnimation, false);
				dead = true;
			}
			else{
				skeletonAnimation.state.SetAnimation(0, hitAnimation, false);
				skeletonAnimation.state.AddAnimation(0, currentAnimation, true, 0);
				rigidbody2D.velocity = new Vector2( 0, rigidbody2D.velocity.y);
				hit = true;
			}

		}
	}
}
